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Diffstat (limited to 'game/server/RagdollBoogie.h')
| -rw-r--r-- | game/server/RagdollBoogie.h | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/game/server/RagdollBoogie.h b/game/server/RagdollBoogie.h new file mode 100644 index 0000000..cb52c95 --- /dev/null +++ b/game/server/RagdollBoogie.h @@ -0,0 +1,50 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef RAGDOLLBOOGIE_H +#define RAGDOLLBOOGIE_H + +#ifdef _WIN32 +#pragma once +#endif + + +//----------------------------------------------------------------------------- +// Set this spawnflag before calling Spawn to get electrical effects +//----------------------------------------------------------------------------- +#define SF_RAGDOLL_BOOGIE_ELECTRICAL 0x10000 +#define SF_RAGDOLL_BOOGIE_ELECTRICAL_NARROW_BEAM 0x20000 + + +//----------------------------------------------------------------------------- +// Makes ragdolls DANCE! +//----------------------------------------------------------------------------- +class CRagdollBoogie : public CBaseEntity +{ + DECLARE_DATADESC(); + DECLARE_CLASS( CRagdollBoogie, CBaseEntity ); + +public: + static CRagdollBoogie *Create( CBaseEntity *pTarget, float flMagnitude, float flStartTime, float flLengthTime = 0.0f, int nSpawnFlags = 0 ); + static void IncrementSuppressionCount( CBaseEntity *pTarget ); + static void DecrementSuppressionCount( CBaseEntity *pTarget ); + + void Spawn(); + +private: + void AttachToEntity( CBaseEntity *pTarget ); + void SetBoogieTime( float flStartTime, float flLengthTime ); + void SetMagnitude( float flMagnitude ); + void BoogieThink( void ); + void ZapThink(); + + float m_flStartTime; + float m_flBoogieLength; + float m_flMagnitude; + int m_nSuppressionCount; +}; + +#endif // RAGDOLLBOOGIE_H |